Unlockable Bundles enables content creators to add their own custom bundles into the game with ease. Anything from a small repairable bridge to elaborate custom community centers is feasible. Create farm upgrades, shortcuts, repairable structures, quest npcs or even your own ginger island expansion.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsThis author has not specified whether they have used assets from other authors or not
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 3.0.9
Fixed type conversion error in multiplayer
Version 3.0.8
Added new Bundle Properties ShopColor and OverviewColor
Version 3.0.7
Fixed splitscreen quirks & bugs
Bundle completed mails will now be properly translated for clients
Version 3.0.6
Worked around some more Splitscreen Quirks
Refactored a bunch of Code
Added basic support for Save Anywhere
Version 3.0.5
Improved Splitscreen stability
Version 3.0.4
Renamed DLX.Bundles_ResetDigSpot to UB_ResetDigSpot
Version 3.0.3
Fixed a visual bug in the overview menu where the location string length was miscalculated
New TriggerAction "DLX.Bundles_ResetDigSpot" to reset DigSpots
New command "Action" to execute any TriggerAction
Added Tooltips to the Dialogue ShopType
Improved stability for a possible race condition due to event order inconsistency in multiplayer
Version 3.0.2
Fixed a bug where the main player gets access to the API too late
Version 3.0.1
Fixed the dialogue menu crashing when drawing QiGems or Golden Walnuts
Version 3.0.0
Updated to 1.6 SDV
Added a new bundle overview menu
Added a new bundle discovery system
Fixed the wrong bundle being selected with vertically stacked bundles
Reworked C# API
Completing bundles will now always set the mail flag, even when no BundleCompletedMail is provided
Added new tile properties UB_SharedDigSpot & UB_IndividualDigSpot
Completely overhauled console commands
Added new CP Token "Discovered"
Added new property RandomRewardEntries
Added short Syntax for flavored items (like Strawberry Wine or Tulip Honey)
Added extended AdvancedPricing Syntax for context tag requirements
Made ShopTexture image size customizable using the new property ShopTextureWidth
Price and BundleReward now accept the 1.6 Qualified Item Syntax
Added a way to migrate prices using the new property PriceMigration
Added new property BundleRewardSpawnFields to generate item rewards using the new 1.6 Item Spawn Field Syntax
Improved Multiplayer stability
Fixed random Bugs
Version 2.0.9
Made CP Tokens more consistent when used as Bundle conditions
Version 2.0.7
Fixed DaysSincePurchase token not working as intended
Added support for Solid Foundations building locations
Improved support for Cellar, Cabin & Farmhouse
Added debug command "ub location"
Version 2.0.6
Updated bundle data validation
Fixed old mail key still being used partially in multiplayer
Updated bundle placement code for buildings
Version 2.0.5
Added support for JsonAssets
Version 2.0.4
Changed the mail key format to rule out possible issues with event preconditions
Added new ShopEvent command "ub_applyPatch"
Added new EditMapLocation property
Removed confusing warning message
Version 2.0.3
Fixed tiny didgets kilo format drawn misplaced sometimes
Added 'None' Keyword for ShopTexture
Yellow question will no longer be drawn after bundle completion
Made sure dialogue shop type isn't causing an error when InstantShopRemoval is false
Fixed money in bundlemenu causing a error message when not written fully lower case
Fixed ShopEvent in CC Bundle type ending with a black screen you have to click out of
Version 2.0.2
New ParrotPerch properties: ParrotIndex & ParrotTexture
Fixed the c# api
Made InteractionSound and InteractionShake available for all bundle types
Added a BundleDescription field for CCBundle type
Version 2.0.1
Added two new ways to reward players after bundle completion:
- "BundleCompletedMail" sends a mail to every player
- "BundleReward" rewards the completing player with a set of items
Make sure you've installed all requirements of the content pack
Start the game using the SMAPI Launcher
Multiplayer
All Players need to have both Unlockable Bundles and matching content packs installed. Mismatching versions will cause issues. It is recommended to keep your mods updated to the latest version.
✔ Multiplayer ✔ Gamepad ✔ Clean Savefiles ✔ Android Support
Create your own Unlockable Bundles content pack for your project within minutes and benefit from a variety of bundle types and customizability. Not quite sure what to do with it yet? No problem! Just snoop through the Demo provided in the downloads section at your own pace.
Please refer to the gitlab wiki for documentation: https://gitlab.com/delixx/stardew-valley/unlockable-bundles/-/wikis/home How does it work? Just add "DLX.Bundles" in your manifest dependencies and append the UnlockableBundles/Bundles asset. Here's how that could look using content patcher
{ "Format": "1.28.0", "Changes": [ { "Action": "EditData", "Target": "UnlockableBundles/Bundles", "Entries": { "MyModName.Bridge": { //The bundle key has to be unique! "Location": "Farm", //You can use the ub location command in the smapi console to get the current location name "BundleDescription": "Do you want to build a bridge?", "ShopPosition": "18, 8", //The coordinates of the bundle shop the player interacts with "ShopTexture":"MyModName/BridgeChunk", //A game asset containing the bundles shop texture "DrawQuestionMark": true, //Draws a yellow question mark above the shop texture "QuestionMarkOffset": "32, 32", "Price": { "Money": 25000, "388": 200, //388 is the ItemID for Wood "390": 35, //390 is the ItemID for Stone "91:gold":10, //91 is the ItemID for Banana }, "EditMap": "Maps/MyModName_Bridge", //A map patch that will be applied after purchase "EditMapPosition": "9, 6" //The top left coordinates of where the EditMap patch will be applied } } }, { //Loading the map file into a map asset "Action": "Load", "Target": "Maps/MyModName_Bridge", //This and "EditMap" need to be the same! "FromFile": "assets/Bridge.tmx" }, { // Loading a 32x64 px texture of a broken off bridge that will replace the sign "Action": "Load", "Target": "MyModName/BridgeChunk", //This and "ShopTexture" need to be the same! "FromFile": "assets/BridgeChunk.png", }, ] }